Social Strings
Full Script
31
Notes
Social cues rule the town. Many roles have uncertain alignments, and others check those alignments or rely on social plays to gather information.
Spirit of Ivory is in play for when a Philosopher chooses Ogre. I usually let the original Ogre pick first, then let the Philo Ogre deal with their life choices.
Bootlegger is optional. Snake Charmer goes before Minion/Demon information.
Characters
Total 31
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
High Priestess
Each night, learn which player the Storyteller believes you should talk to most.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
4
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
4
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
3
Lleech
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Traveller
5
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Fabled
1
Spirit of Ivory
There can't be more than 1 extra evil player.
Loric
1
Bootlegger
This script has homebrew characters or rules.
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